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About Lenyoga

core_pfieldgroups_3

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Location

Outer Rim

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Blender, Gimp, synthesizers, sound design, Unity

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I've been playing OFP for as long as I can remember back, I also got into modding and created Half Life 2 add-ons which I gave up on due to too much work on the loose ends like sound design and textures. And also hundreds of unreleased experiments. I'm right now working on a full mod with campaign which is based on System Shock 2 and TIE Fighter add-ons for both OFP and Arma 3. Now and then I even like to embarrass myself online in Arma 3 with my lack of aiming skills.

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Layers of Fear is free on Steam right now - I don't know the game. But it has layers, and fear - two of my most favorite things. Ask my mother.
https://store.steampowered.com/app/391720/Layers_of_Fear/

On the topic of attaching the virtual gun to the correct position - there is a dirty way of referencing memory points in OFP via particle arrays. It only works with models that aren't animated and it has to be executed on a frame by frame basis, so it would probably screw with the CPU.
The first component is a sqs or sqf using an array like this, referencing a named selection in the 3d model's memory LOD:
drop ["koulesvetlo", "", "Billboard", 0, 0, "memoryPointName", [0,0,0], 0, 1.275, 1, 0, [1], [[1,1,1,1]], [1], 0, 0, "", "\path\scriptDoingThePositioning.sqs", _unitWhithTheMemoryPoint];
Part two is a script which is called by the drop array:
_pos = _this; // [x, y, z] position of the memory point.
... blah blah setPos
I'd only really advise using this for one-shot solutions, not constantly executed code.
But there's something I haven't tried out yet - while almost every command in OFP uses world space, maybe camSetRelPos could be used to make continuous evaluation of a certain position easier.
You could create a new camera via the plane's init script, assign the plane as the target, set the relative position to a value you know to be the right position of the gun barrel, then loop camSetRelPos and setPos the virtual gun to the camera object. There's probably a few downsides there, but it's just an idea.

Too many hyphens in the title for my taste, but let's try this anyway. I'm trying to have a plane armed with a CannonCore based weapon with multiple tracers (this is a secondary issue since it might be solved with a bit of scripting) use a turret that is operated by the pilot. The goal is to make AI and players able to land a few hits without lining up for the perfect shot and never taking it and making me scream in frustration. I had something like this (YouTube) in mind.

I demand the power of the dark souls to be brought unto me!
On second thought, they make people insane, so maybe that's not the best idea...
I get the frustration with some of the limitations. I have my own set of very specific things I'd like the engine to do - like pilot-operated turrets for fixed wing aircraft, something even Arma 3 doesn't do since I last checked.